We present InstantHuman, a novel method for high-fidelity 3D human reconstruction from a single RGB image with fast inference. Existing approaches either regress directly from 2D images to 3D models, which often struggle to capture fine details due to structural misalignment between modalities, or adopt per-pixel Gaussian representations that lack explicit human priors. To overcome these limitations, we propose a novel framework that integrates a projection-aware feature sampler which effectively bridges the structural gap between 2D pixels and 3D vertices, with a dual-embedding strategy that enriches vertex-level features through learnable identifiers and pose-specific embeddings. Given the monocular setting, reasoning about occlusion is essential. We introduce a visibility-aware mechanism to distinguish and handle visible and occluded vertices. Furthermore, to enhance face reconstruction quality, we apply additional supervisory losses in the face region by leveraging off-axis projection, which significantly enhances geometric fidelity in face areas. Comprehensive experiments on public datasets demonstrate that InstantHuman outperforms state-of-the-art methods in reconstruction accuracy and face detail preservation, particularly under novel views. Notably, InstantHuman achieves fast inference, producing complete 3D human reconstructions in under one second.
{"title":"InstantHuman: Single-image to high-fidelity 3D human in under one second","authors":"Tianze Gao , Bowei Yin , Hangtao Feng , Zhangjin Huang","doi":"10.1016/j.cag.2025.104464","DOIUrl":"10.1016/j.cag.2025.104464","url":null,"abstract":"<div><div>We present InstantHuman, a novel method for high-fidelity 3D human reconstruction from a single RGB image with fast inference. Existing approaches either regress directly from 2D images to 3D models, which often struggle to capture fine details due to structural misalignment between modalities, or adopt per-pixel Gaussian representations that lack explicit human priors. To overcome these limitations, we propose a novel framework that integrates a projection-aware feature sampler which effectively bridges the structural gap between 2D pixels and 3D vertices, with a dual-embedding strategy that enriches vertex-level features through learnable identifiers and pose-specific embeddings. Given the monocular setting, reasoning about occlusion is essential. We introduce a visibility-aware mechanism to distinguish and handle visible and occluded vertices. Furthermore, to enhance face reconstruction quality, we apply additional supervisory losses in the face region by leveraging off-axis projection, which significantly enhances geometric fidelity in face areas. Comprehensive experiments on public datasets demonstrate that InstantHuman outperforms state-of-the-art methods in reconstruction accuracy and face detail preservation, particularly under novel views. Notably, InstantHuman achieves fast inference, producing complete 3D human reconstructions in under one second.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"133 ","pages":"Article 104464"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145467264","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-12-01Epub Date: 2025-11-03DOI: 10.1016/j.cag.2025.104465
Ying Qi , Zhaoyuan Huang , Qiushi Li , Jian Li , Teng Wan , Qiang Zhang
High Dynamic Range (HDR) imaging through multi-exposure fusion aims to reconstruct the full scene radiance by merging multiple Low Dynamic Range (LDR) images. A critical challenge is the ghosting artifact, induced by object motion or camera shake in dynamic scenes. Current deep learning methods often lack fine-grained, pixel-level control and tend to apply uniform processing across simple and challenging regions, hindering effective adaptive computational resource allocation. This paper presents SDF-Former, a novel HDR deghosting network. Its core innovation is the Statistical Deviation Fuzzy Membership (SDFM) mechanism, which uses fuzzy logic to quantify the statistical deviation of local pixel features. This enables the precise identification of challenging regions, such as motion edges and saturated areas, providing pixel-level difficulty awareness. To leverage this awareness, we design a cross-domain collaborative framework with a FEM and a FAT. This framework integrates the strengths of spatial-domain feature alignment with frequency-domain global modeling. The membership map from SDFM acts as an adaptive gating signal, selectively activating the computationally demanding FAT module. This approach directs global context modeling to focus more intensively on critical regions, thus ensuring inference efficiency. Extensive evaluations on public HDR datasets demonstrate that SDF-Former achieves state-of-the-art performance in both quantitative metrics and visual quality, showing clear advantages in complex scenarios involving large-scale motion and extreme exposures. By fusing fuzzy statistics-based, pixel-level adaptive control with efficient cross-domain processing, SDF-Former provides a computationally optimized solution for high-quality dynamic HDR reconstruction.
{"title":"SDF-Former: A cross-domain HDR deghosting network with Statistical Deviation Fuzzy Membership","authors":"Ying Qi , Zhaoyuan Huang , Qiushi Li , Jian Li , Teng Wan , Qiang Zhang","doi":"10.1016/j.cag.2025.104465","DOIUrl":"10.1016/j.cag.2025.104465","url":null,"abstract":"<div><div>High Dynamic Range (HDR) imaging through multi-exposure fusion aims to reconstruct the full scene radiance by merging multiple Low Dynamic Range (LDR) images. A critical challenge is the ghosting artifact, induced by object motion or camera shake in dynamic scenes. Current deep learning methods often lack fine-grained, pixel-level control and tend to apply uniform processing across simple and challenging regions, hindering effective adaptive computational resource allocation. This paper presents SDF-Former, a novel HDR deghosting network. Its core innovation is the Statistical Deviation Fuzzy Membership (SDFM) mechanism, which uses fuzzy logic to quantify the statistical deviation of local pixel features. This enables the precise identification of challenging regions, such as motion edges and saturated areas, providing pixel-level difficulty awareness. To leverage this awareness, we design a cross-domain collaborative framework with a FEM and a FAT. This framework integrates the strengths of spatial-domain feature alignment with frequency-domain global modeling. The membership map from SDFM acts as an adaptive gating signal, selectively activating the computationally demanding FAT module. This approach directs global context modeling to focus more intensively on critical regions, thus ensuring inference efficiency. Extensive evaluations on public HDR datasets demonstrate that SDF-Former achieves state-of-the-art performance in both quantitative metrics and visual quality, showing clear advantages in complex scenarios involving large-scale motion and extreme exposures. By fusing fuzzy statistics-based, pixel-level adaptive control with efficient cross-domain processing, SDF-Former provides a computationally optimized solution for high-quality dynamic HDR reconstruction.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"133 ","pages":"Article 104465"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145467263","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-12-01Epub Date: 2025-09-12DOI: 10.1016/j.cag.2025.104414
Jorik Jakober , Matthias Kunz , Robert Kreher , Matteo Pantano , Daniel Braß , Janine Weidling , Christian Hansen , Rüdiger Braun-Dullaeus , Bernhard Preim
Strong procedural skills are essential to perform safe and effective transcatheter aortic valve replacement (TAVR). Traditional training takes place in the operating room (OR) on real patients and requires learning new motor skills, resulting in longer procedure times, increased risk of complications, and greater radiation exposure for patients and medical personnel. Desktop-based simulators in interventional cardiology have shown some validity but lack true depth perception, whereas head-mounted display based Virtual Reality (VR) offers intuitive 3D interaction that enhances training effectiveness and spatial understanding. However, providing realistic and immersive training remains a challenging task as both lack tactile feedback. We have developed an augmented virtuality (AV) training system for transfemoral TAVR, combining a catheter tracking device (for translational input) with a simulated virtual OR. The system enables users to manually control a virtual angiography system via hand tracking and navigate a guidewire through a virtual patient up to the aortic valve using fluoroscopic-like imaging. In addition, we conducted a preliminary user study with 12 participants, assessing cybersickness, usability, workload, sense of presence, and qualitative factors. Preliminary results indicate that the system provides realistic interaction for key procedural steps, making it a suitable learning tool for novices. Limitations in angiography system operation include the lack of haptic resistance and usability limitations related to C-arm control, particularly due to hand tracking constraints and split attention between interaction and monitoring. Suggestions for improvement include catheter rotation tracking, expanded procedural coverage, and enhanced fluoroscopic image fidelity.
{"title":"Design, development, and evaluation of an immersive augmented virtuality training system for transcatheter aortic valve replacement","authors":"Jorik Jakober , Matthias Kunz , Robert Kreher , Matteo Pantano , Daniel Braß , Janine Weidling , Christian Hansen , Rüdiger Braun-Dullaeus , Bernhard Preim","doi":"10.1016/j.cag.2025.104414","DOIUrl":"10.1016/j.cag.2025.104414","url":null,"abstract":"<div><div>Strong procedural skills are essential to perform safe and effective transcatheter aortic valve replacement (TAVR). Traditional training takes place in the operating room (OR) on real patients and requires learning new motor skills, resulting in longer procedure times, increased risk of complications, and greater radiation exposure for patients and medical personnel. Desktop-based simulators in interventional cardiology have shown some validity but lack true depth perception, whereas head-mounted display based Virtual Reality (VR) offers intuitive 3D interaction that enhances training effectiveness and spatial understanding. However, providing realistic and immersive training remains a challenging task as both lack tactile feedback. We have developed an augmented virtuality (AV) training system for transfemoral TAVR, combining a catheter tracking device (for translational input) with a simulated virtual OR. The system enables users to manually control a virtual angiography system via hand tracking and navigate a guidewire through a virtual patient up to the aortic valve using fluoroscopic-like imaging. In addition, we conducted a preliminary user study with 12 participants, assessing cybersickness, usability, workload, sense of presence, and qualitative factors. Preliminary results indicate that the system provides realistic interaction for key procedural steps, making it a suitable learning tool for novices. Limitations in angiography system operation include the lack of haptic resistance and usability limitations related to C-arm control, particularly due to hand tracking constraints and split attention between interaction and monitoring. Suggestions for improvement include catheter rotation tracking, expanded procedural coverage, and enhanced fluoroscopic image fidelity.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"133 ","pages":"Article 104414"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145160105","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-12-01Epub Date: 2025-09-24DOI: 10.1016/j.cag.2025.104445
Jianwu Long, Yuanqin Liu, Shaoyi Wang, Shuang Chen, Qi Luo
The objective of interactive image segmentation is to generate a segmentation mask for the target object using minimal user interaction. During the interaction process, segmentation results from previous iterations are typically used as feedback to guide subsequent user input. However, existing approaches often concatenate user interactions, feedback, and low-level image features as direct inputs to the network, overlooking the high-level semantic information contained in the feedback and the issue of information dilution from click signals. To address these limitations, we propose a novel interactive image segmentation model called Multi-stage Click Fusion with deep Feedback Aggregation(MCFA). MCFA introduces a new information fusion strategy. Specifically, for feedback information, it refines previous-round feedback using deep features and integrates the optimized feedback into the feature representation. For user clicks, MCFA performs multi-stage fusion to enhance click propagation while constraining its direction through the refined feedback. Experimental results demonstrate that MCFA consistently outperforms existing methods across five benchmark datasets: GrabCut, Berkeley, SBD, DAVIS and CVC-ClinicDB.
交互式图像分割的目的是使用最少的用户交互为目标对象生成分割掩码。在交互过程中,以前迭代的分割结果通常用作指导后续用户输入的反馈。然而,现有的方法通常将用户交互、反馈和低级图像特征连接起来作为网络的直接输入,忽略了反馈中包含的高级语义信息和点击信号的信息稀释问题。为了解决这些限制,我们提出了一种新的交互式图像分割模型,称为深度反馈聚合的多阶段点击融合(Multi-stage Click Fusion with deep Feedback Aggregation, MCFA)。MCFA引入了一种新的信息融合策略。具体而言,对于反馈信息,它使用深度特征对前一轮反馈进行细化,并将优化后的反馈集成到特征表示中。对于用户点击,MCFA进行多阶段融合,增强点击传播,同时通过精细反馈约束点击传播方向。实验结果表明,MCFA在五个基准数据集(GrabCut、Berkeley、SBD、DAVIS和CVC-ClinicDB)上始终优于现有方法。
{"title":"Fusing multi-stage clicks with deep feedback aggregation for interactive image segmentation","authors":"Jianwu Long, Yuanqin Liu, Shaoyi Wang, Shuang Chen, Qi Luo","doi":"10.1016/j.cag.2025.104445","DOIUrl":"10.1016/j.cag.2025.104445","url":null,"abstract":"<div><div>The objective of interactive image segmentation is to generate a segmentation mask for the target object using minimal user interaction. During the interaction process, segmentation results from previous iterations are typically used as feedback to guide subsequent user input. However, existing approaches often concatenate user interactions, feedback, and low-level image features as direct inputs to the network, overlooking the high-level semantic information contained in the feedback and the issue of information dilution from click signals. To address these limitations, we propose a novel interactive image segmentation model called Multi-stage Click Fusion with deep Feedback Aggregation(MCFA). MCFA introduces a new information fusion strategy. Specifically, for feedback information, it refines previous-round feedback using deep features and integrates the optimized feedback into the feature representation. For user clicks, MCFA performs multi-stage fusion to enhance click propagation while constraining its direction through the refined feedback. Experimental results demonstrate that MCFA consistently outperforms existing methods across five benchmark datasets: GrabCut, Berkeley, SBD, DAVIS and CVC-ClinicDB.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"133 ","pages":"Article 104445"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145160121","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-12-01Epub Date: 2025-10-09DOI: 10.1016/j.cag.2025.104439
Spyros Vosinakis , Panayiotis Koutsabasis , George Anastassakis , Andreas Papasalouros , Kostas Damianidis
Museums and exhibitions can benefit from immersive technologies by embodying visitors in rich interactive environments, where they can experience digitally reconstructed scenes and stories of the past. Nevertheless, public-space Virtual Reality (VR) interactions need to be short in duration, carefully designed to communicate the intended message, and optimized for the user experience, especially for first-time users. This paper contributes to the ongoing research on user experience in VR for cultural heritage through the presentation of the design and user evaluation of an installation that immerses users on board a historic sailing ship and has been part of a museum exhibition. We present the process of reconstructing the ship and developing the application with emphasis on design choices about the user experience (scene presentation, content delivery, navigation and interaction modes, assistance, etc.). We have performed a thorough user experience evaluation and present its results and our reflections on design issues regarding public VR installations for museums.
{"title":"Designing and evaluating an immersive VR experience of a historic sailing ship in museum contexts","authors":"Spyros Vosinakis , Panayiotis Koutsabasis , George Anastassakis , Andreas Papasalouros , Kostas Damianidis","doi":"10.1016/j.cag.2025.104439","DOIUrl":"10.1016/j.cag.2025.104439","url":null,"abstract":"<div><div>Museums and exhibitions can benefit from immersive technologies by embodying visitors in rich interactive environments, where they can experience digitally reconstructed scenes and stories of the past. Nevertheless, public-space Virtual Reality (VR) interactions need to be short in duration, carefully designed to communicate the intended message, and optimized for the user experience, especially for first-time users. This paper contributes to the ongoing research on user experience in VR for cultural heritage through the presentation of the design and user evaluation of an installation that immerses users on board a historic sailing ship and has been part of a museum exhibition. We present the process of reconstructing the ship and developing the application with emphasis on design choices about the user experience (scene presentation, content delivery, navigation and interaction modes, assistance, etc.). We have performed a thorough user experience evaluation and present its results and our reflections on design issues regarding public VR installations for museums.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"133 ","pages":"Article 104439"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145269536","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-12-01Epub Date: 2025-10-06DOI: 10.1016/j.cag.2025.104449
Alejandro Cosin-Ayerbe, Gustavo Patow
Despite advances in rendering techniques, achieving high-quality real-time global illumination remains a significant challenge in Computer Graphics. While offline methods produce photorealistic lighting effects by accurately simulating light transport, real-time approaches struggle with the computational complexity of global illumination, particularly when handling dynamic scenes and moving light sources. Existing solutions often rely on precomputed data structures or approximate techniques, which either lack flexibility or introduce artifacts that degrade visual fidelity. In this work, we build upon previous research on a voxel-based real-time global illumination method to efficiently incorporate reflections and interreflections for both static and dynamic objects. Our approach leverages a voxelized scene representation, combined with a strategy for ray tracing camera-visible reflections, to ensure accurate materials while maintaining high performance. Key contributions include: (i) a high-quality material system capable of diffuse, glossy, and specular interreflections for both static and dynamic scene objects (ii) a highly-performant screen-space material model with a low memory consumption; and (iii) an open-source full implementation for further research and development. Our method outperforms state-of-the-art academic and industrial techniques, achieving higher quality and better temporal stability without requiring excessive computational resources. By enabling real-time global illumination with reflections, our work lays the foundation for more advanced rendering systems, ultimately moving closer to the visual fidelity of offline rendering while maintaining interactivity.
{"title":"Including reflections in real-time voxel-based global illumination","authors":"Alejandro Cosin-Ayerbe, Gustavo Patow","doi":"10.1016/j.cag.2025.104449","DOIUrl":"10.1016/j.cag.2025.104449","url":null,"abstract":"<div><div>Despite advances in rendering techniques, achieving high-quality real-time global illumination remains a significant challenge in Computer Graphics. While offline methods produce photorealistic lighting effects by accurately simulating light transport, real-time approaches struggle with the computational complexity of global illumination, particularly when handling dynamic scenes and moving light sources. Existing solutions often rely on precomputed data structures or approximate techniques, which either lack flexibility or introduce artifacts that degrade visual fidelity. In this work, we build upon previous research on a voxel-based real-time global illumination method to efficiently incorporate reflections and interreflections for both static and dynamic objects. Our approach leverages a voxelized scene representation, combined with a strategy for ray tracing camera-visible reflections, to ensure accurate materials while maintaining high performance. Key contributions include: (i) a high-quality material system capable of diffuse, glossy, and specular interreflections for both static and dynamic scene objects (ii) a highly-performant screen-space material model with a low memory consumption; and (iii) an open-source full implementation for further research and development. Our method outperforms state-of-the-art academic and industrial techniques, achieving higher quality and better temporal stability without requiring excessive computational resources. By enabling real-time global illumination with reflections, our work lays the foundation for more advanced rendering systems, ultimately moving closer to the visual fidelity of offline rendering while maintaining interactivity.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"133 ","pages":"Article 104449"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145269532","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual reality (VR) horror games can evoke intense feelings of fear and anxiety, yet it remains unclear how different types of fear stimuli within VR environments contribute to these physiological and emotional responses. While prior studies often investigate multisensory tension scenarios as a whole based on full-featured horror games, few have directly compared the effects of distinct fear stimuli—specifically, instant threat-based (e.g., sudden jump scares or chasing events) and prolonged atmospheric (e.g., persistent eerie ambiance) cues—on physiological indicators of fear. To address this gap, we developed a custom VR horror game that isolates these two categories of stimuli, enabling controlled experiments to examine their respective impacts on user physiology and self-reported fear. We compared experimental scenes featuring instant and prolonged stimuli against a baseline control scene to evaluate their influence. The results validate that instant stimuli exert a more pronounced influence on heart rate (HR) data, particularly in Maximum BPM and Average BPM metrics, while prolonged stimuli have a stronger effect on electrodermal activity (EDA), especially in EDA Max and EDA Mean Absolute Difference (MAD) metrics. The findings also reveal significant gender differences in certain physiological indicators and suggest that VR-based interventions could be tailored to modulate specific physiological systems by manipulating the type of emotional stimuli presented to the patient, potentially enhancing the effectiveness of therapeutic outcomes.
虚拟现实(VR)恐怖游戏可以唤起强烈的恐惧和焦虑感,但目前尚不清楚VR环境中不同类型的恐惧刺激如何影响这些生理和情绪反应。虽然之前的研究通常是基于全功能恐怖游戏来调查多感官紧张情境,但很少有人直接比较不同的恐惧刺激——特别是基于即时威胁(如突然的跳跃恐惧或追逐事件)和长时间氛围(如持续的怪异氛围)线索对恐惧生理指标的影响。为了解决这一差距,我们开发了一款定制的VR恐怖游戏,将这两类刺激分离开来,使对照实验能够检查它们各自对用户生理和自我报告恐惧的影响。我们将具有即时和长时间刺激的实验场景与基线控制场景进行比较,以评估其影响。结果证实,即时刺激对心率(HR)数据有更明显的影响,特别是在最大BPM和平均BPM指标中,而长时间刺激对皮电活动(EDA)有更强的影响,特别是在EDA Max和EDA Mean Absolute Difference (MAD)指标中。研究结果还揭示了某些生理指标的显著性别差异,并表明基于vr的干预措施可以通过操纵呈现给患者的情绪刺激类型来调节特定的生理系统,从而潜在地提高治疗结果的有效性。
{"title":"Correlations between instant and prolonged stimuli with physiological and subjective responses in VR horror","authors":"Zeren Tao, Qilei Sun, Xiaohan Wang, Zuoqing Yang, Shengqiao Wu, Yibang Zhao, Binwei Lei","doi":"10.1016/j.cag.2025.104470","DOIUrl":"10.1016/j.cag.2025.104470","url":null,"abstract":"<div><div>Virtual reality (VR) horror games can evoke intense feelings of fear and anxiety, yet it remains unclear how different types of fear stimuli within VR environments contribute to these physiological and emotional responses. While prior studies often investigate multisensory tension scenarios as a whole based on full-featured horror games, few have directly compared the effects of distinct fear stimuli—specifically, instant threat-based (e.g., sudden jump scares or chasing events) and prolonged atmospheric (e.g., persistent eerie ambiance) cues—on physiological indicators of fear. To address this gap, we developed a custom VR horror game that isolates these two categories of stimuli, enabling controlled experiments to examine their respective impacts on user physiology and self-reported fear. We compared experimental scenes featuring instant and prolonged stimuli against a baseline control scene to evaluate their influence. The results validate that instant stimuli exert a more pronounced influence on heart rate (HR) data, particularly in Maximum BPM and Average BPM metrics, while prolonged stimuli have a stronger effect on electrodermal activity (EDA), especially in EDA Max and EDA Mean Absolute Difference (MAD) metrics. The findings also reveal significant gender differences in certain physiological indicators and suggest that VR-based interventions could be tailored to modulate specific physiological systems by manipulating the type of emotional stimuli presented to the patient, potentially enhancing the effectiveness of therapeutic outcomes.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"133 ","pages":"Article 104470"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145519906","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-12-01Epub Date: 2025-09-16DOI: 10.1016/j.cag.2025.104395
Julia Kummer , Elmar Laistler , Lena Nohava , Renata G. Raidou , Katja Bühler
We propose two novel visualization methods optimized for supine breast images that “flatten” breast tissue, facilitating examination of larger tissue areas within each coronal slice. Breast cancer is the most frequently diagnosed cancer in women, and early lesion detection is crucial for reducing mortality. Supine breast magnetic resonance imaging (MRI) enables better lesion localization for image-guided interventions; however, traditional axial visualization is suboptimal because the tissue spreads over the chest wall, resulting in numerous fragmented slices that radiologists must scroll through during standard interpretation. Using a human-centered design approach, we incorporated user and expert feedback throughout the co-design and evaluation stages of our flattening methods. Our first proposed method, a surface-cutting approach, generates offset surfaces and flattens them independently using As-Rigid-As-Possible (ARAP) surface mesh parameterization. The second method uses a landmark-based warp to flatten the entire breast volume at once. Expert evaluations revealed that the surface-cutting method provides intuitive overviews and clear vascular detail, with low metric (2–2.5%) and area (3.7–4.4%) distortions. However, independent slice flattening can introduce depth distortions across layers. The landmark warp offers consistent slice alignment and supports direct annotations and measurements, with radiologists favoring it for its anatomical accuracy. Both methods significantly reduced the number of slices needed to review, highlighting their potential for time savings and clinical impact — an essential factor for adopting supine MRI.
{"title":"Flattening-based visualization of supine breast MRI","authors":"Julia Kummer , Elmar Laistler , Lena Nohava , Renata G. Raidou , Katja Bühler","doi":"10.1016/j.cag.2025.104395","DOIUrl":"10.1016/j.cag.2025.104395","url":null,"abstract":"<div><div>We propose two novel visualization methods optimized for supine breast images that “flatten” breast tissue, facilitating examination of larger tissue areas within each coronal slice. Breast cancer is the most frequently diagnosed cancer in women, and early lesion detection is crucial for reducing mortality. Supine breast magnetic resonance imaging (MRI) enables better lesion localization for image-guided interventions; however, traditional axial visualization is suboptimal because the tissue spreads over the chest wall, resulting in numerous fragmented slices that radiologists must scroll through during standard interpretation. Using a human-centered design approach, we incorporated user and expert feedback throughout the co-design and evaluation stages of our flattening methods. Our first proposed method, a <em>surface-cutting</em> approach, generates offset surfaces and flattens them independently using As-Rigid-As-Possible (ARAP) surface mesh parameterization. The second method uses a <em>landmark-based warp</em> to flatten the entire breast volume at once. Expert evaluations revealed that the surface-cutting method provides intuitive overviews and clear vascular detail, with low metric (2–2.5%) and area (3.7–4.4%) distortions. However, independent slice flattening can introduce depth distortions across layers. The landmark warp offers consistent slice alignment and supports direct annotations and measurements, with radiologists favoring it for its anatomical accuracy. Both methods significantly reduced the number of slices needed to review, highlighting their potential for time savings and clinical impact — an essential factor for adopting supine MRI.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"133 ","pages":"Article 104395"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145110079","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper aims to evaluate how different combinations of multisensory stimuli affect the vividness of users’ mental imagery in the context of virtual tourism. To this end, a between-subjects experimental study was conducted with 94 participants, who were allocated to either a positive or a negative immersive virtual environment. The positive environment contained only pleasant multisensory stimuli, whereas the negative contained only unpleasant stimuli. For each of the virtual experiences, a multisensory treasure hunt was developed, where each object found corresponded to a planned combination of stimuli (positive or negative, accordingly). The results showed that positive stimuli involving a higher number of sensory modalities resulted in higher reported vividness. In contrast, when the same multisensory modalities were delivered with negative stimuli, vividness levels decreased — an effect we attribute to potential cognitive overload. Nevertheless, some reduced negative combinations (audiovisual with smell and audiovisual with haptics) remained effective, indicating that olfactory and haptic cues play an important role in shaping users’ vividness of mental imagery, even in negative contexts.
{"title":"The vividness of mental imagery in virtual reality: A study on multisensory experiences in virtual tourism","authors":"Mariana Magalhães , Miguel Melo , António Coelho , Maximino Bessa","doi":"10.1016/j.cag.2025.104443","DOIUrl":"10.1016/j.cag.2025.104443","url":null,"abstract":"<div><div>This paper aims to evaluate how different combinations of multisensory stimuli affect the vividness of users’ mental imagery in the context of virtual tourism. To this end, a between-subjects experimental study was conducted with 94 participants, who were allocated to either a positive or a negative immersive virtual environment. The positive environment contained only pleasant multisensory stimuli, whereas the negative contained only unpleasant stimuli. For each of the virtual experiences, a multisensory treasure hunt was developed, where each object found corresponded to a planned combination of stimuli (positive or negative, accordingly). The results showed that positive stimuli involving a higher number of sensory modalities resulted in higher reported vividness. In contrast, when the same multisensory modalities were delivered with negative stimuli, vividness levels decreased — an effect we attribute to potential cognitive overload. Nevertheless, some reduced negative combinations (audiovisual with smell and audiovisual with haptics) remained effective, indicating that olfactory and haptic cues play an important role in shaping users’ vividness of mental imagery, even in negative contexts.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"133 ","pages":"Article 104443"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145222445","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}